In Fetch!, the poor labyrinth Blumaroo is sent into a dark and spooky maze, where it must retrieve a magical object for its master.
How to Play
Starting off, you will have three difficulties to choose from: Easy, Medium and Hard. Once your score has risen high enough, you will unlock Fiendish and Insane difficulties as well. These difficulties will remain unlocked through the end of the month, and must be re-unlocked each month by reaching the minimum total score.
The differences between the difficulty levels are the size of the maze, how many moves you're given to complete it, and how many points (prior to bonus) you'll receive on completion.
| Difficulty |
Maze Size |
Max. Moves |
Base Points |
Score Required to Unlock |
 |
10x10 |
65 |
100 |
0 (unlocked by default) |
 |
15x15 |
100 |
200 |
0 (unlocked by default) |
 |
20x20 |
175 |
500 |
0 (unlocked by default) |
 |
25x25 |
225 |
1,500 |
1,000 |
 |
30x30 |
250 |
2,500 |
2,000 |
When you enter a game of Fetch!, you start out on one side of the maze; the object you must collect is in the very center. As the maze is randomly generated and you see only a small portion of it at any given time, finding your way will usually be a matter of guesswork. Once you've found the object, you must take it back to your master; the exit to the maze will always be on the opposite wall from where you started. If you started the game in the corner rather than on one side, you will have to figure out which wall the exit appeared on. To move around, click a direction on the... Er, Tentacompass, and the Blumaroo will walk one meter in that direction. Since this isn't a flash-based game, you unfortunately can't use the arrow keys.

Okay, so it may not be the prettiest of games...
As the game isn't timed, you may want to map out the maze as you travel through it, especially on the hardest difficulties. Your score largely depends on how few moves you can reach the exit in, and with the largest mazes it's easy to get lost. Whether you take screenshots as you play or work with good old graphing paper, keeping a record of the maze can go a long way in keeping you from getting lost.
Scoring
The scoring for Fetch! is quite simple. You will receive a base number of Neopoints, determined by your difficult level (see above), plus additional Neopoints depending on how many moves you have remaining.
Your score is: base points + ((moves remaining)/2) = final score. The moves remaining bonus will be rounded up if is is not a whole number.
For example, a game played on easy mode that is finished with 45 moves remaining would earn you 123 points (100 + (45/2) = 122.5).
There is no daily Neopoint limit to this game.
High Scores
Like Sakhmet Solitaire, Pyramids, and a few other games, the high score table for Fetch! is cumulative; as you complete mazes over and over, your score will rise, until you fail to complete one in the required number of steps. When this happens your score will be reset, though your high score will remain.
Also similar to other browser-based games, your high score table doesn't truly reset unless you lose! Although the table is cleared at the start of every month, each user's cumulative score is maintained. All a user has to do to reenter the high score table is to win another game. A user's score only clears after one month of not playing a game.
For example: you end the month of June with 7 consecutive victories, and a score of 1,198 points. If you win your next game on or after July 1st, your score for that game will be added to your running score, allowing you to re-enter the table with > 1,198 points (your new win score + your original 1,198 points), despite most of these points having been earned in the prior month. If you were to lose your first game in July, however, your score would be wiped as it only records consecutive wins.